Herein lies information regarding which animations are placed in which slot by each mod, and the creatures that use them, combined with the new animation codes used by Infinity Animations, a new mod which extends the number of available animation slots, to remove incompatibilities and enable a near-infinite number of new animations to be added. The information was gather by spending altogether too much of my life going through creature files.

I’ve mostly placed this here so I don’t lose it, but it may also be of use to anybody who shares my interest in decreasing incompatibilities between mods.

Big Picture 179d Core Component

It should be noted that BP179d does, in addition to the following creatures, also copy over some animation-altered creatures from TDD and SoS. They’re not easy to detect here, but will be easily found and listed when we go through their parent mods.

There’s something weird going on with some of these. For instance the FROSTGI CRE are definitely frost giants, but the CRE files in the installer are definitely set up to use IC_GOBLINELITE_BOW which are, in this mod, Abishai. Nevertheless they end up using IC_OROG2 in my main install, so something somewhere must be fixing them. So the first 8 of these should actually be IC_OROG2, and I’ll apply the Frost Giant code accordingly. I hope that doesn’t end up breaking something.